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Release History
Last Updated: 23rd, Feb 2006, 10:16 GMT
 

Release History (Most Recent First)

 
 
Beta 0.3
 

The beta release is over a year in the making and is by far the biggest release of JOGRE. There have been massive changes and additions in almost every part of JOGRE.

  • Eleven new games:
    • Car tricks (Richard Walter)
    • Chinese Checkers (Richard Walter)
    • Go (Bob Marks)
    • Grand Prix Jumping (Richard Walter)
    • Hex (Richard Walter)
    • Ninty Nine (Richard Walter)
    • Points Total (Richard Walter)
    • Quetris (Bob Marks)
    • Texas Hold'em (Richard Walter)
    • Triangulum (Richard Walter)
    • Warwick (Richard Walter)
  • Generic abstract board components for hexagonal and triangular boards.
  • Player components which provide another way to join a table.
  • Game generator which creates the basic files, which all games use, by simply supplying a game_key and using templates. These files include Java source, ANT scripts, batch and properties files.
  • Much improved graphics, including a JOGRE title images which each game must have on to the top left and a game specific image on the top right.
  • New glass pane which can be use to draw graphics over the top of games. It is used by the API to inform users to click "start" and also displaying game over messages etc.
  • Full database support for persistent data in the jogre server i.e. implementation of ServerDataDB class. Database access is achieved using the iBatis library. Also if a JOGRE server is running its data persistence as a database for the first time, it will run a load script which creates tables, populates test data etc. MySQL and HSQLDB database are currently supported.
  • Much more unit testing i.e. 37 JUnit class containing a total of 75 classes. All database SQL queries (in iBatis maps) are fully tested in JUnit tests using the DBUnit library and an in-memory HSQLDB database. The database tests can ensure that all database SQL class are fully supported / working correctly in JOGRE. To test a new database works with JOGRE is simply a matter of updating the test database connection and returning the database test suite.
  • First pass at a web application, programmed using the Struts library. This is database driven (using iBatis) and allows a user to register, log on and play the games as applets.
  • Server administrator which replaces the old Server GUI wrapper. The administrator acts as a client, i.e. administrator must log onto a running Jogre Server with an admin username and password. The Jogre Administrator can also remotely view the current state of the JOGRE server i.e. games running, users etc. It can also remotely update the server configuration (server.xml file) in a graphical manner and view persistent data (XML and database).
  • Language utility to edit all the language Strings in one place (still in progress).
  • Updated connect 4 tutorial which shows the power of Beta 0.3.
  • Minor changes / improvements all over JOGRE, including the API, Server, Games etc.
 
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Alpha 0.2.3
 

Alpha 0.2.3 is a major change from 0.2.2 in every aspect of JOGRE. This includes:

  • New tetris game which is a break away from the previous turn based style games such as chess, checkers etc.
  • Six other new games:
    • Battleships (Gman)
    • Spades (Gman)
    • Dots (Gman)
    • Octagons (Richard Walter)
    • Camelot (Richard Walter)
    • Go (still in progress)
  • Server persistent data using IServerData interface. The server can call this interface anywhere. Implementations of the interface include ServerDataXML (using the dom4j library), ServerDataDB (database support not implemented yet) and ServerDataJogreDotOrg (socket connection to "jogre.org" server also not implemented).
  • ELO rating system which saves the rating of a user at a game using the new server persistent data engine.
  • New rules engine which is supported in all games but currently only implemented in "camelot". A rules button will be enabled on the main client window if the rules are available for that game.
  • There is also applet support and each game is supported. Changes have been made to how games load up images so that applet support is available. A HTML file is available called "applet_test" for testing the various games as applets. Thanks starsinthesky for this work!
  • The connection dialog has now changed from being a dialog to a panel. This is a lot more powerful from what it used to be e.g. if a connection wasn't available the dialog would crash.
  • More advanced server controllers which can hold the state of a game on the server. This game state can be transported to clients in a <join_table> message when that user joins a game in progress. Server controllers are loaded using a proper plug-in architecture so there is no need to define a hugh CLASSPATH to link to all the games a server hosts.
  • Graphics vastly improved. This includes coloured backgrounds, fonts, table layouts and small coloured squares to show the rating of a user.
  • Server and clients fully multi-language compatible. Resource bundles still need to be done for a variety of languages.
  • Invite button moved from the main window the each game window. This is a more natural place to put it.
  • The connect 4 tutorial has been updated for 0.2.3 and shows off some of the new power which is available (e.g. server state, server game overs / ratings, applet support).
 
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Alpha 0.2.2
 

Alpha 0.2.2 concentrates mostly on improving the communication protocol:

  • There exists a global build file for compiling API, Games and Server (in that order). This will make building all of jogre very quick and easy.
  • New game Reversi by Anton Ugnich.
  • Scaling of interfaces has been updated by Alex Torkhov.
  • First pass at internationalisation by Alex Torkhov.
  • Refactored start () method from JogreModel to JogreController.
  • Major cleanup of communication objects by removing attributes from abstract Comm classes e.g. Removed gameID from CommGameMessage.java as this is set in the ServerConnectionThread when a client sucessfully connects. Communication is much leaner. e.g. Refactored CommTableAction into a number of easier to understand classes such as CommSitDown, CommStartGame, etc.
  • Changed architecture from 3 layers to 2 (no base layer). Deleted CommBaseMessage class and refactored most of attributes and methods into the CommGameMessage class. Delegation between the server/client threads is done by detecting the existance of a "table" attribute.
  • New abstract ServerController class which removes redundant server interfaces (IGameParser and ITableParser). The methods from these two interfaces are now empty adapter methods. This class also contains property methods which mirror that of the client JogreController. The ServerGameParser and ServerTableParser classes still exist but have been renamed to ServerTableController and ServerGameController.
  • A new document "protocol.htm" has been released on the website. This should encourage others to creates clients for a JOGRE server e.g. (JOGRE for Mobile phone clients).
 
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Alpha 0.2.1
 

Alpha 0.2.1 builds on the 0.2 release:

  • New JogrePropertyHash and ITransmittableWithProps interface for sending simple properties in a communication object. This was required to get the connect 4 tutorial on web site.
  • Data classes (e.g. Table, PlayerList etc) have read / write locks and also extend the Observable class.
  • New GUI wrapper for the server in a new server package called org.jogre.server.awt. The Server GUI wrapper shows the structure of the data classes as a GUI tree and also shows the console, incomming and outgoing messages.
 
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Alpha 0.2
 

Alpha 0.2 is the second public release of JOGRE and cosists of a much more modified API, a seperate multi game server and 4 Games. Its includes:

  • Single server model which uses a plug-in style architecture which can support multiple games. Data is organised on server as:
    GameList -> Game -> TableList -> Table -> PlayerList -> Player
                     -> UserList -> User
  • Server classes have been split from the API. This makes the API more client centric which means slimer clients.
  • Communications object all use XML (Nano XML) for communication and data binding. This was deemed a necessary step as all the communication was getting very complex.
  • Powerful layering system for communication which removes manual delegation between a client frame and a table frame in a game. Each message is either 1) Base 2) Game 3) Table
  • New game (connect 4)
  • More powerful client controller which can send / receive simple propertiess and XML objects easily without creatin Comm objects.
 
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Alpha 0.1
 

Alpha 0.1 is the first public release of JOGRE and cosists of an API and 3 Games.

 
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Copyright 2004-2008, JOGRE API and JOGRE Games, by Bob Marks